Ny Sensus

3.4 TESTING WITH CHILDREN

The aim with the testing was to see how children from different ages reacts to vibrations and if the vibrations can be located by using hands and/or by sitting on the blanket. To make it more pedagogical, toys and animals were placed out by the different Micro Vibrator Motors(marked red) so to make it easier to communicate which one of the toy or animal were vibrating.

1 ABOUT

Sensus;

breathing as future communication

RECOGNITION 2020

Won the IoT 2020 Best Paper Award at the Workshop: IoT-based Health Services and Applications, during the 10th International Conference on the Internet of Things . The paper is published in the ACM digital libraby.

2 RESULT

The purpose of this design project was to propose qualities in communication as design recommendations for developing assistive communication devices for infants with Deafblindness in order for the infant to feel connected to the context and for the caregiver to feel connected to the infant, without the need for physical contact. The design process resulted in six qualities: Direct, Spatially informative, Fluent, Individual, Turn-taking, Feedback and a final concept supporting these qualities.


The concept consists of a blanket that can connect to the microphone of a mobile phone. The mobile phone provides the blanket with the caregiver’s location (direction and distance) making it spatially informative and transfers speech directly into vibrations. The concept strives to support fluency in a conversation by using the individual prosodic qualities of rhythm and tempo in a person’s voice as input, which transfers into vibrations in the blanket as an output. As it is not a software that translates a language but transfers voice to vibrations, there are possibilities to develop interpersonal communication. Furthermore, the concept of the blanket takes the qualities of turn-taking and feedback into account to structure a frame of communication, which is needed to confirm if the information has been received and understood.

3.2 SKETCHING

Sketches should be inexpensice, quick,  disposable, plentiful, ambiguous and lastly suggest and explore rather than confirm. This is one of many quick, inexpensive sketches that led to the final concept.

3 DESIGN PROCESS

In this project, human-centered design methods have emanated accordingly to the structures of the four phases in a Double diamond process.


In the first phase of discovery, methods such as Ethnographic research were used to help understand the individual and the situation to not base anything on assumptions.


An assistive communication device was prototyped and tested with children between 1-8 years old to analyse how communication via vibrotactile stimulations was received and understood. The process and findings were recorded in written form together with suggested improvements and are published at the ACM library.

3.3 EMBODIED SKETCHING

Like sketching, embodied sketching, is a method used in the early design phase but compared to sketching, includes the experience. This method helped me explore possibilities and restrictions in design concepts by probing how we experience vibrotactile stimulations by using different materials.  In order to emulate the sensation of a blanket that transfers vibrations, glass marbles were sewn into a pillowcase with an Micro Vibrator Motor(MVM) placed in each corner.

3.1 INSIGHT MAPPING 

To find patterns and forge connections from research, netnography,observations and interviews, I used a method called insight mappingto help me understand and define the individual in the situation and the user needs.

In today's situation, the average screen time for children between 5-16 years old is 5 hours and 54minutes.

This has caused social isolation, which can have lifelong consequences on the brain, relationships, and the ability to make sense of the world. Research found that just one hour of screen time can lead to children and adolescents experiencing decreased curiosity and lower emotional stability.


Imagine a world where a generation has forgotten how to express and interpret/understand other people's emotions. They can no longer pick up the small cues that could signal an emotional state of insecurity, fear, joy, or stress and the reason being that the screen-world we live in today, where life is experienced through screens and emotions is expressed in emojis, have shaped this generation's understanding of the world.


This project was executed as a group work, where we took an activity-centered approach. We used our bodies to experiment and explore impersonal and interpersonal communication using human touch and technology.


The goal was to explore the physicality of breathing, translate it to a set of emotions and simulating it by using sensors and actuators.

ROLE

Quantitative Research

Idieation

Concept development

Prototyping


TOOLS

Arduino


TIME  

4 weeks, 2019


3.5 CONCEPTUALIZATION

By using the prosodic features of rhythm and tempo in a voice, one can use IoT to transfer the communicative qualities directly and fluently into vibrations, this would supports interpersonal communication in a non-intrusive way.

4 RESULT

Result described with a storyboared.

a) Mother sharing her location (direction and distance) with her infants who is lying on the blanket, while she puts on her shoes.


b) The father connects to the blanket as well from inside the kitchen. The infant understands who they are by what they say and how they say it and where they are by clear directions of the vibrations.

And dad is over here!

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Hi, Im here!

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